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This trap is a clever concoction that will neither
detect as a trap and in a sense does not use magic to kill the PCs.
The PCs use magic to kill themselves in the end.

Wherever the DM sees fit the party finds a door. It
is unlocked and not trapped. Upon entering the room they will notice
it is the size of a large royal closet 10'x10' surrounded by complex
ceramic tile, perhaps shelving with odds and ends. Upon closer inspection
(search DC 15) reveals multiple small holes in the walls and ceiling
within the tile, about 50 in all. On the floor or one of the shelves
lie 3 liquid filled bottles. Each bottle appears to have the same
liquid, milky white with a scent of aloe. Each are potions of Gaseous
Form. The potions last for about 2 minutes and have one dose
each. One of the 50 holes is an escape rout to anyplace of the DM's
choice for their villain to get away. The other 49 just twist and
turn to dead ends.

The unfortunate part for the PCs is that any
player foolish enough to drink the potion and explore a false exit
hole will not have enough time to come back to the room before the
potion's duration expires, thus a compressed adventurer.

Note: A DM could use this as an escape rout for a fleeing
villain or a simple trap to deceive the PCs. As an added extra effect
you should take the affected PC out of the room and detail his dilemma.
Upon your return to the table you could describe the blood squirt
that comes out of the explored hole.